Vesta Shadowbane |
Know Arcana 1d20 + 9 ⇒ (17) + 9 = 26
Enraged Vesta rushes the gnome and moves into flanking position. She attempts to reach her hand through his chest to his heart.
Touch Attack: 1d20 + 6 ⇒ (13) + 6 = 1911d6 ⇒ (1, 3, 5, 4, 5, 4, 2, 3, 3, 1, 6) = 37
Fort DC:23 for half damage
Gathroc The Betrayer |
Does Caustic Erruption allow SR? Sorry forgot to ask before
Gripping his blade with two hands, Gathroc strikes with a previously unseen fury, seeking to end the gnome's life in one attack 1d20 + 24 ⇒ (17) + 24 = 41 Critical hit, Power Attacking, Vital Strike for 2d10 + 1d10 + 44 + 1d6 + 2d6 ⇒ (3, 4) + (3) + 44 + (6) + (5, 4) = 69 dmg
Daemon Son-of-none |
Spellcraft 1d20 + 18 ⇒ (13) + 18 = 31
Spellcraft 1d20 + 18 ⇒ (10) + 18 = 28
I believe I would have come into the room prior to Vesta and Gabrial's second action?
I move to within 30ft of the offending Gnome and begin chanting a ray of black fire with a red core (Scorching Ray) flys from my open palm.
Touch attack x2 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26(+1 from point blank shot, within 30ft)
Damage 4d6 + 1 ⇒ (3, 5, 2, 2) + 1 = 13
4d6 + 1 ⇒ (1, 2, 2, 5) + 1 = 11
Gabriel Helminth |
Gabriel attempts to continue to hammer on the Gnome, from a flanking position...
+1 Ghost-touch Claw: 1d20 + 24 + 2 ⇒ (6) + 24 + 2 = 32, for 1d1 + 10 + 5d6 ⇒ (1) + 10 + (2, 3, 5, 1, 6) = 28 Magical S/B damage.
+1 Ghost-touch Claw: 1d20 + 19 + 2 ⇒ (6) + 19 + 2 = 27, for 1d1 + 10 + 5d6 ⇒ (1) + 10 + (2, 1, 3, 6, 5) = 28 Magical S/B damage.
DM - Voice of the Voiceless |
The gnome mutters more arcane words and unleashes a burst of crackling energy that arcs between all of you in turn.
Concentration check: 1d20 + 26 ⇒ (20) + 26 = 46
Everyone takes 14d6 ⇒ (5, 6, 3, 6, 6, 2, 1, 2, 6, 2, 3, 6, 3, 2) = 53 electricity damage (SR and resist applies) Reflex DC of 29 for Gabriel, 27 for everyone else - success means half damage.
SR check: 1d20 + 14 ⇒ (7) + 14 = 21
Gathroc strikes the gnome a wicked blow and Gabriel succeeds in striking twice more. Vesta reaches into the gnome's chest and squeezes his lifeforce.
Fort Save vs Vesta: 1d20 + 14 ⇒ (5) + 14 = 19
One of Daemon's rays misses, and the other dissipates before it strikes the gnome.
Action Tracker (Round 3): Murmur / Ignac, Thispindix / Gathroc, Gabriel, Vesta, Daemon
Damage Tracker:
Thispindix: 135
The gnome looks like he is hurting very badly, but is still standing defiantly... just
Ignac still has a carryover action from Round 2, the rest can move onto Round 3 actions.
Gabriel Helminth |
Reflex: 1d20 + 16 ⇒ (17) + 16 = 33.
This time, Gabriel manages to dodge out of the way, avoiding the crackling bolt of lightning completely!
He then focuses on pounding the Gnome into a bloody pulp...
+1 Ghost-touch Claw, Quarry: 1d20 + 24 + 2 + 1 ⇒ (8) + 24 + 2 + 1 = 35, for 1d1 + 10 + 5d6 + 1 ⇒ (1) + 10 + (5, 2, 5, 5, 3) + 1 = 32 Magical S/B damage.
+1 Ghost-touch Claw, Quarry: 1d20 + 19 + 2 + 1 ⇒ (20) + 19 + 2 + 1 = 42, for 1d1 + 10 + 5d6 + 1 ⇒ (1) + 10 + (2, 3, 2, 3, 2) + 1 = 24 Magical S/B damage.
+1 Ghost-touch Claw, Quarry, Crit Confirmation: 1d20 + 19 + 2 + 1 ⇒ (3) + 19 + 2 + 1 = 25, for 1d1 + 10 + 1 ⇒ (1) + 10 + 1 = 12 extra Magical S/B damage.
Vesta Shadowbane |
Reflex 1d20 + 8 ⇒ (17) + 8 = 25
Some of Vestas extoplasm seems to be carried along with the lightning bolt, but she strikes out again to attack, reaching for his heart again
touch attack 1d20 + 6 ⇒ (17) + 6 = 2311d6 ⇒ (2, 4, 4, 1, 4, 3, 2, 1, 1, 2, 4) = 28
Fort DC 23 for Half damage
Gathroc The Betrayer |
Hey Gab, I think your Crit is automatically successful due to Death's Calling as it says "all critical hits against the victim" not just ones from the Dullahan. Voiceless' call though
1d20 + 7 ⇒ (14) + 7 = 21 Ref save
Health 103/190
"Clearly you are not going to survive one more onslaught from my allies and I. Gives us what we want and we'll let you live" 1d20 + 25 ⇒ (8) + 25 = 33 Intimidate check
If there's anyway to communicate with the rest of the team, Gathroc will inform them he is totally lying.
Really hope this is successful, want to be able to play up the betrayer aspect of my character
Ignác Takács |
I'm not even going to attempt a reflex save. Immunity is great. :P
Ignac will move to the gnome, attacking him.
Attack:1d20 + 18 ⇒ (12) + 18 = 30 +2 if flanking
Damage:1d10 + 2d6 + 18 ⇒ (2) + (4, 6) + 18 = 302d6 is Elec
Anyone adjacent to me gains the benefits of cover, as well.
noticed I had a carry over. The above will be my round 2
Full-attack Action:
Attack 1:1d20 + 18 ⇒ (14) + 18 = 32
Attack 2:1d20 + 13 ⇒ (2) + 13 = 15
Damage 1:1d10 + 2d6 + 18 ⇒ (8) + (2, 6) + 18 = 34
Damage 2:1d10 + 2d6 + 18 ⇒ (3) + (1, 4) + 18 = 26
Daemon Son-of-none |
I will just ignore the electricity flying around Also immune
spellcraft 1d20 + 18 ⇒ (2) + 18 = 20
"He appears to have a Globe of Invulnerability up, It suppresses any spell level lower then 4th, which effectively makes my spells useless."
I will examine the room around me and ignore the fighting going on.
Perception 1d20 + 25 ⇒ (14) + 25 = 39
_Murmur |
Reflex save: 1d20 + 15 ⇒ (11) + 15 = 26
Murmur is unable to avoid the lightning that arcs through him. Having suffered the full brunt of the two spells, he hides his anger by singing a nonsensical song.
Now you see this foolish midget
Shouting out his spells to kill
And you say, "For what reason?"
And he says, "How?"
And you say, "What does this mean?"
And he screams back, “You’re a cow
Give me some milk
Or else go home"*
Murmur lets out a laugh and reaches to touch the gnome again.
Inspire Courage active as a move action.
Touch attack: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
If the touch attack hits, another DC 28 Will save for the gnome to avoid losing his voice.
Murmur current hp: 101 / 198
*Bonus points for anybody who recognizes the song.
DM - Voice of the Voiceless |
Murmur reaches out with his little hand and touches the gnome...
Will save: 1d20 + 20 ⇒ (15) + 20 = 35
...though you are unable to steal his voice.
Ignac lashes out with his weapon and strikes a solid blow upon the gnome, when an eruption of light occurs where the gnome stands. After the flash passes from your eyes, the gnome is gone...
Action Tracker (Round 3): Murmur / Ignac, ?Thispindix? / Gathroc, Gabriel, Vesta, Daemon
Forgot the follow up damage from Caustic Eruption for anyone that failed the first save.
Caustic Eruption Round 2: 7d6 ⇒ (5, 3, 1, 5, 2, 4, 6) = 26 acid
Caustic Eruption Round 3: 7d6 ⇒ (1, 3, 6, 1, 1, 5, 4) = 21 acid
Gabriel Helminth |
Yes, I would like to revise Gabriel's action - he retreats from the room, as he is on 15hp (having taken 165 points of damage so far).
@DM - Voice: Not that I expect it to come-up again, but, because Gabriel damaged the Gnome, he now has the equivalent of a Locate Creature running on him...
Daemon Son-of-none |
Perception 1d20 + 25 ⇒ (3) + 25 = 28
Spellcraft 1d20 + 18 ⇒ (5) + 18 = 23
"Ah, finally got rid of that pesky gnome did you? When he burst into lights some sort of contingency spell went off, we should be more careful now, for all we know his whole tower could be coming alive as a construct since we have gotten rid of him. Does anyone need some healing?"
I will retain my previously stated action, unless someone tells me they need to be healed.
Gabriel Helminth |
As Gabriel scuttles past Daemon, he comments:
Daemon, the Gnome is still alive; I can sense him *somewhere* in the room... I also regret to inform you that I am severely injured, and need to retreat for the moment; don't concern yourself with me, though. Focus on finding and stopping that Gnome!
Vesta Shadowbane |
Perception 1d20 + 10 ⇒ (3) + 10 = 13
Spellcraft 1d20 + 14 ⇒ (6) + 14 = 20
Vesta retreats from the room, but lingers long enough to cast a spell at the location where the gnome was. (Avoiding hitting allies, delaying if necessary) The shadows seem to undulate and pull themselves away from their surfaces they rise and undulate then become solid rubbery tentacles whipping and lashing searching for something to strangle.
(black tenacles around where the gnome was)
School conjuration (creation); Level sorcerer/wizard 4
casting Time 1 standard action
components V, S, M (octopus or squid tentacle)
range medium (100 ft. + 10 ft./level)
Area 20-ft.-radius spread
duration 1 round/level (D)
Saving Throw: none; Spell resistance: no
This spell causes a field of rubbery black tentacles to appear,
burrowing up from the floor and reaching for any creature in
the area.
Every creature within the area of the spell is the target of a combat
maneuver check made to grapple each round at the beginning of your
turn, including the round that black tentacles is cast. Creatures that
enter the area of effect are also automatically attacked. The tentacles
do not provoke attacks of opportunity. When determining the
tentacles’ CMB, the tentacles use your caster level as their base attack
bonus and receive a +4 bonus due to their Strength and a +1 size
bonus. Roll only once for the entire spell effect each round and apply
the result to all creatures in the area of effect.
If the tentacles succeed in grappling a foe, that foe takes 1d6+4
points of damage and gains the grappled condition. Grappled
opponents cannot move without first breaking the grapple. All
other movement is prohibited unless the creature breaks the
grapple first. The black tentacles spell receives a +5 bonus on
grapple checks made against opponents it is already grappling,
but cannot move foes or pin foes. Each round that black tentacles
succeeds on a grapple check, it deals an additional 1d6+4 points of
damage. The CMD of black tentacles, for the purposes of escaping
the grapple, is equal to 10 + its CMB.
The tentacles created by this spell cannot be damaged, but they
can be dispelled as normal. The entire area of effect is considered
difficult terrain while the tentacles last.
Gathroc The Betrayer |
An intimidate check takes a standard action to demoralize.
Except I wasn't trying to demoralize him. I was trying to shake him down for information. If that's a demoralize attempt, or isn't possible as a free action, than screw that and I'll just attack his happy ass.
DM - Voice of the Voiceless |
Ok - just pulling things back into order slightly:
Currently in the room / standing within 20' of where the gnome was: Ignac, Gathroc, Murmur.
Currently in the top level, but >20' from where the gnome was: Vesta, Daemon.
Currently one level down: Gabriel.
Vesta has not cast black tentacles - as it would catch three teammates in the radius and you stated that you'd delay until the way was clear.
Gathroc - in combat, although I know that talking is a free action - I tend to gravitate towards specific actions (such as skill attempts, etc) taking place only during your initiative order. Therefore the contingency went off before your action, so you never got an attempt to Intimidate the gnome, and I've offered a revisioning of your actions. You have blindsight so you can open the spoiler for an inkling of what has just happened.
As far as the use of Intimidate, RAW it doesn't do what you want. While I'm open to uses of social skills to supplement / assist spoken words - it is subject to a bit of common sense as well. Trying to convince a powerful spellcaster that you are going to act as you say is going to be very difficult, to the point of impossible.
The social skills break down at high level if you treat everything just as a static DC.
Vesta Shadowbane |
Ok - just pulling things back into order slightly:
Currently in the room / standing within 20' of where the gnome was: Ignac, Gathroc, Murmur.
Currently in the top level, but >20' from where the gnome was: Vesta, Daemon.
Currently one level down: Gabriel.Vesta has not cast black tentacles - as it would catch three teammates in the radius and you stated that you'd delay until the way was clear.
Gathroc - in combat, although I know that talking is a free action - I tend to gravitate towards specific actions (such as skill attempts, etc) taking place only during your initiative order. Therefore the contingency went off before your action, so you never got an attempt to Intimidate the gnome, and I've offered a revisioning of your actions. You have blindsight so you can open the spoiler for an inkling of what has just happened.As far as the use of Intimidate, RAW it doesn't do what you want. While I'm open to uses of social skills to supplement / assist spoken words - it is subject to a bit of common sense as well. Trying to convince a powerful spellcaster that you are going to act as you say is going to be very difficult, to the point of impossible.
The social skills break down at high level if you treat everything just as a static DC.
OK, corrected my sheet.
DM - Voice of the Voiceless |
I see your over the school of thought that casters pwn martial characters
Not entirely sure what you mean by this...
The static DC for making a 14th level character with a Wisdom of 16 act friendly using Intimidate is only 27. (without any situational modifiers)You have a +25 Intimidate modifier, that means 95% of the time (as per RAW) you can force someone to act friendly towards you.
This is completely unrealistic, which is what I was implying in my statement. Has nothing to do with martial vs casters.
Monkeygod |
Gathroc The Betrayer wrote:I see your over the school of thought that casters pwn martial charactersNot entirely sure what you mean by this...
The static DC for making a 14th level character with a Wisdom of 16 act friendly using Intimidate is only 27. (without any situational modifiers)
You have a +25 Intimidate modifier, that means 95% of the time (as per RAW) you can force someone to act friendly towards you.
This is completely unrealistic, which is what I was implying in my statement. Has nothing to do with martial vs casters.
Trying to convince a powerful spellcaster that you are going to act as you say is going to be very difficult, to the point of impossible.
We must have come at least partially close to killing him, right? I mean that contingency went off via one of the strikes from us landing. Generally, that means either 1/2 HP, 1/4th HP or even less. So it wasn't like my comment of "You'll likely not survive another onslaught from my allies and I" was any real big stretch of the imagination, powerful spell caster or not. Also, you said something along the lines of "He stands there defiantly....barely." Meaning his ass was close to dead at that point, even before the contingency went off.
But apparently, trying to convince powerful casters is nigh impossible....wonder if it woulda been easier if he was a powerful Fighter?
DM - Voice of the Voiceless |
Remove the spellcaster aspect from it, statement and actions would still be the same.
You are all undead of a variety of persuasions, not exactly a stretch to assume that your intentions are not exactly saintly.
You had personally promised to kill him not once, but twice within the previous 2 rounds, which kind of hurts your credibility.
Secondly if you recall when you talked with him whilst he was scrying, you stated "Perhaps others will not harm you if you comply, but *I* look forward to tearing apart this wretched tower and slaying all who make it their home."
Any person of sound mind would look at your previous statements and make a reasonable connection that you were lying and had no intention of letting him live.
And just to restate - had he been a fighter with an Int of 10 and Wis of 10 I would have played it the same way.
Gathroc The Betrayer |
Remove the spellcaster aspect from it, statement and actions would still be the same.
You are all undead of a variety of persuasions, not exactly a stretch to assume that your intentions are not exactly saintly.
You had personally promised to kill him not once, but twice within the previous 2 rounds, which kind of hurts your credibility.
Secondly if you recall when you talked with him whilst he was scrying, you stated "Perhaps others will not harm you if you comply, but *I* look forward to tearing apart this wretched tower and slaying all who make it their home."Any person of sound mind would look at your previous statements and make a reasonable connection that you were lying and had no intention of letting him live.
And just to restate - had he been a fighter with an Int of 10 and Wis of 10 I would have played it the same way.
See, that makes far more sense. The way you made it seem was "Hey, this guy wont believe a word you say cuz he's a b#@%$in powerful spellcaster, who can bend reality to his whim, and all you can do is swing a sword good". Thanks for the clarification.
DM - Voice of the Voiceless |
As Murmur withdraws from the center of the room towards the stairs, Vesta unleashes a swarm of writhing tentacles into the center of the room. The rubbery limbs grasp around, but are unable to find any target to grapple.
You can't fully discern what it is doing, but it does not appear to be casting any spells....yet.
Action Tracker (Round 4): Murmur / Ignac, ?Thispindix? / Gathroc, Gabriel, Vesta, Daemon
Vesta Shadowbane |
Vesta retreats to the lower room just enough to be out of combat, pulls a wand from her vest and says "That little F****r!" Which incidentally is also the command word for her inflict moderate wounds wand. The ghast wandsmith she bought it from has a sense of humor.
Vesta "healed" 2d8 + 3 ⇒ (8, 1) + 3 = 12
(I'm not sure how many rounds I have, but I don't feel like discoporeating today)
Vesta Shadowbane |
I will cast Detect Magic and see if I can pinpoint the gnome that Gabriel told me was still around.
perception 1d20+25
That'll take a few rounds at best. Detect magic<see invisibility. There is a lengthy discussion (or three) about just this going on in the forums right now.
School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 1 standard action
Component : V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round : Presence or absence of magical auras.
2nd Round : Number of different magical auras and the power of the most potent aura.
3rd Round : The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength : An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura : A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 × 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Detect Magic
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)
Gathroc The Betrayer |
Gathroc, upon finding the gnome, once more moves within striking range and attempts to lay the spellcaster low.1d20 + 24 ⇒ (18) + 24 = 42 Power Attacking Vital Strike
Critical hit, auto confirmed via Death's Calling. 2d10 + 1d10 + 1d10 + 2d6 + 57 ⇒ (2, 4) + (7) + (2) + (4, 6) + 57 = 82 damage
DM - Voice of the Voiceless |
Gathroc moves across to where he sensed the gnome to be and strikes at him. However his attack is stopped short and skitters off a square wall of force about 5ft from where you sense the gnome to be. The wall sparks and shimmers with the strain of resisting the strike.
With an audible sigh, the air before you wavers and reveals Thispindix standing with a stoically set jaw - as though he is resigned. He is holding his staff before him held crossways, with his hands about 2 feet apart. Around his neck a small cube of steel hangs with one of it's faces glowing. "I know I cannot make ye leave, but if ye attack me again - I might be tempted to snap this here staff across me knee and take us both."
2 to put up
5 down from Gathroc strike
Vesta Shadowbane |
Upon hearing the gnomes proclimation Vesta floats to Gathroc and very quietly wishers somethign in his "ear."
"Ready yourself. I can get you to him, but if he breaks the staff we're doomed."
DM question:Dimension door states that I (the caster) can't take other actions, but it has no such indications about passengers. If Gathroc readies an action and I DDoor him he should be able to take a full round action that same round before the gnome has a chance to act. If this logic is flawed please let me know because I will change the plan. Vesta knows exactly how her spells work.
School conjuration (teleportation); Level bard 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V
Range long (400 ft. + 40 ft./level)
Target you and touched objects or other touched willing creatures
Duration instantaneous
Saving Throw none and Will negates (object); Spell Resistance no and yes (object)
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.
DM - Voice of the Voiceless |
Reading the entry for readied actions in the PRD - it's limited to a standard action equivalent only. So it could be a single attack / maneuver / etc.
I'd also remind Vesta that the gnome probably knows exactly how her spells work as well.... (implying that if he identifies the spell as it is being cast, it is not a stretch for him to figure out a rough idea of what you may have planned)